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RIFTS Campaign Power Level

Posted: Fri Jan 13, 2006 6:14 pm
by Mech-Viper Prime
So what level does everybody play at??

Posted: Fri Jan 13, 2006 6:41 pm
by Riftmaker
I'd love to play a Moderate Power game with an SDC conversion, but i've yet to make it happin.

Posted: Fri Jan 13, 2006 6:43 pm
by Nekira Sudacne
I usually go for modertae to high in games I run.

Posted: Fri Jan 13, 2006 7:05 pm
by Kagashi
It does not matter as long as you emphisize role playing.

Posted: Fri Jan 13, 2006 7:38 pm
by Sentinel
I like to start low-to-moderate, but I have nothing against high powered.
I avoid Munchkin games.

Posted: Fri Jan 13, 2006 9:29 pm
by Damian Magecraft
other: all except munchkin (the rules do not get folded, spindled, or mutilated in any in my games...a little bent maybe...)

Posted: Fri Jan 13, 2006 11:45 pm
by Sentinel
A Cosmo-Knight campaign where the PCs fight Dominators, and things of that calibre isn't munchy.

Posted: Fri Jan 13, 2006 11:47 pm
by KLM
All levels are fun.

Hell, the super-munchkin-slugfest campaign (3 melees
and that is 4 sessions... just kidding) is good for releasing
somer pressure, if nothing else.

Adios
KLM

Posted: Fri Jan 13, 2006 11:59 pm
by Nekira Sudacne
Sentinel wrote:A Cosmo-Knight campaign where the PCs fight Dominators, and things of that calibre isn't munchy.


The dominator didn't last a melee. you sure about that? ;)

Posted: Sat Jan 14, 2006 12:09 am
by SkyeFyre
Define low and high powered. Everyone has a different idea of what is what. If I had to guage what my group's power level is I'd have to say it's about low-medium.

Posted: Sat Jan 14, 2006 1:26 am
by Mech-Viper Prime
I would have to mine, that i run falls into the varies level. In mine, you can find a cosmo-knight travelling along side a normal cyber-doc or wilderness scout, for its the about the characters then the power level.

Posted: Sun Jan 15, 2006 4:03 am
by Lagos
I'm in a bunch of games, my one i'm running is fairly low powered, as I want my games to be built up.

Posted: Sun Jan 15, 2006 5:01 am
by Shorty Lickens
I would say low to mid power but it depends on how you look at power levels.
To me, a group of vagabonds is definately low power.
A group of dragons is high-power and a party of cosmo-kinghts is munchkin.
(Note: A party of Splugorth who somehow learned to work together is NOT allowed. Even in munchkin games.)

Posted: Sun Jan 15, 2006 5:18 am
by Shorty Lickens
Misfit KotLD wrote:Glad to see we aren't clear on munchkin vs high powered. If it's all ubermegaknights and no roleplay but all rollplay, it's munchkin. If there's role playing it's just high powered. All Splugorth is just plain lame.
Well, thats sort of what I was getting at in my previous post.
I'm pretty sure we've had a few threads on this issue before, but I believe the weaker the characters are, the better the role-playing you get.
It takes a group of VERY experienced players to role-play a powerful group. I really havent had the honor of GM'ing such a party yet. Tried a team of full borgs and PA pilots once and that turned into a slug fest.
Probably my fault as the GM. I dont think I tried hard enough to make good adventures. A better man would have designed encounters to encourage role-playing.

Posted: Mon Jan 16, 2006 2:05 pm
by Toc Rat
It all depends on the type of campaign I am running. If all the characters are Cosmo-Knights, Godlings, Etc., then it is fairly high powered. They will fight against small armies of Splugorth troops, a fleet of ships, etc.

On the other hand if they are a collection of operators, wilderness scouts and maybe one juicer, then I tone done their opponents as much as possible. Granted if they decide to walk straight in to the burbs and cause trouble, then there is little I can do to save them from the several SAMAS that will fly in to kill them.

The biggest problems I have (which were mentioned on a seperate thread) is keeping any non-governmental, non-evil group in E-clips and armor. Let's face it, fighting for freedom, saving lives, righting wrongs...it all sounds very cool and romantic but it doesn't pay the bills. I believe it was Blade who said "This isn't the march of dimes". As much as I hate to do it, I tend to fall back on the old DnD methods. For some unexplainable reason, the evil necro-mancer the group just thrashed will have a secret stash of E-clips, body armor, jewels, etc. For the same mysterious reason so will the rhino-buffalo that attacked them while traveling to the town where the necro-mancer held power. Not to mention the that this same mysterious reason will see to it that the next town the encounter will have a armor repair shop and E-clip recharge station.

Posted: Mon Jan 16, 2006 2:14 pm
by Sentinel
Granted if they decide to walk straight in to the burbs and cause trouble, then there is little I can do to save them from the several SAMAS that will fly in to kill them.


This where I am more likely to use ISS agents or perhaps NT-SET, and similar character types.

Posted: Mon Jan 16, 2006 2:51 pm
by Toc Rat
Sentinel wrote:
Granted if they decide to walk straight in to the burbs and cause trouble, then there is little I can do to save them from the several SAMAS that will fly in to kill them.


This where I am more likely to use ISS agents or perhaps NT-SET, and similar character types.


It is my understanding that NT-SET and ISS are strictly internal police forces. The Army has responsibility for the Burbs. I will check the CWC book...It says the ISS does have presence in the Burbs but not to what extent. It does say however that the ISS and it's sub-divsions (NT-SET, PSI-NET) are primarily tasked with internal police duties and not external peace keeping.

Posted: Mon Jan 16, 2006 3:27 pm
by Nxla666
In my game the PCs always start as SDC beings or low MDC (equal to a heavy suit of EBA), and have basic starting gear, maybe one good weapon.

Then as the game progresses they get better toys.

Posted: Mon Jan 16, 2006 3:38 pm
by Sentinel
Toc Rat wrote:
Sentinel wrote:
Granted if they decide to walk straight in to the burbs and cause trouble, then there is little I can do to save them from the several SAMAS that will fly in to kill them.


This where I am more likely to use ISS agents or perhaps NT-SET, and similar character types.


It is my understanding that NT-SET and ISS are strictly internal police forces. The Army has responsibility for the Burbs. I will check the CWC book...It says the ISS does have presence in the Burbs but not to what extent. It does say however that the ISS and it's sub-divsions (NT-SET, PSI-NET) are primarily tasked with internal police duties and not external peace keeping.


That's just how I would apply those resources.
No need to use a cannon if a pistol will suffice. If the PCs have heavy weapons, power armours or robot vehicles, then sure, I'll trot out the SAMAS. But, if it's a bunch of lower level adventurers with a Juicer (at most), then I will take a lower-powered approach to pursuing them.

Posted: Mon Jan 16, 2006 4:08 pm
by dark brandon
mod-high